US11673055B2ActiveUtilityA1

System and method of challenge generation

Assignee: SONY INTERACTIVE ENTERTAINMENT EUROPE LTDPriority: Mar 18, 2019Filed: Mar 10, 2020Granted: Jun 13, 2023
Est. expiryMar 18, 2039(~12.6 yrs left)· nominal 20-yr term from priority
A63F 13/58A63F 13/35A63F 13/46A63F 13/67A63F 13/79A63F 13/63A63F 13/69A63F 13/60H04L 67/131
39
PatentIndex Score
0
Cited by
12
References
14
Claims

Abstract

A method of challenge generation comprises the steps of collecting gameplay telemetry data comprising values for one or more game parameters, from a plurality of users, selecting an in-game scenario for which telemetry data has been collected, for one or more selected game parameters, identify a value that does not prevent success in the in-game scenario, and generate a user challenge to succeed in the in-game scenario whilst generating a respective value for the one or more selected game parameters, the or each respective value having a respective selected relationship to the identified values of the one or more selected game parameters.

Claims

exact text as granted — not AI-modified
The invention claimed is: 
     
       1. A method of challenge generation, comprising the steps of:
 using a processor to control 
 collecting gameplay telemetry data electronically, the gameplay telemetry data comprising values for one or more game parameters, from a plurality of users; 
 selecting an in-game scenario for which the gameplay telemetry data from a threshold proportion of a target population of users has been collected; 
 for one or more selected game parameters, identifying a value that does not prevent success in the in-game scenario using the gameplay telemetry data that has been collected from the threshold proportion of the target population of users, wherein a first or second selected parameter comprises at least one of performance of a predetermined action, damage dealt, elapsed time, score, or event, and wherein the value is identified based on a calculated proportion of success associated with the value; and 
 generating a user challenge to succeed in the in-game scenario whilst generating a respective value for the one or more selected game parameters, each respective value having a respective selected relationship to the identified values of the one or more selected game parameters in which the user challenge is generated for the target population of users, the target population of users being one or more selected from
 i. a geographical subset of users; 
 ii. an age subset of users; 
 iii. a subset of users of a particular in-game character class; and 
 iv. a subset of users equipped with particular in-game items and/or abilities, 
 
 
       wherein generating a challenge includes the processor using a challenge generation framework to create a challenge both in a language readable to a user and in a form useable by a challenge generation server and/or client devices. 
     
     
       2. The method of  claim 1 , comprising the step of
 for one or more selected game parameters, identifying a value that is not associated with a proportion of success in the in-game scenario at or above a predetermined threshold. 
 
     
     
       3. The method of  claim 1 , in which the step of generating a user challenge comprises requiring a user to reach or set a respective identified value for one or more selected game parameters, where that identified value was reached or set by less than a threshold proportion of users who were successful in the in-game scenario. 
     
     
       4. The method of  claim 1 , in which the step of generating a user challenge comprises requiring a user to not reach or not set a respective identified value for one or more selected game parameters, where that identified value was not reached or not set by less than a threshold proportion of users who were successful in the in-game scenario. 
     
     
       5. The method of  claim 1 , in which the step of generating a user challenge comprises requiring a user to not reach or not set a respective identified value for one or more selected game parameters, where that identified value was reached or set by more than a threshold proportion of users who were successful in the in-game scenario. 
     
     
       6. The method of  claim 1 , in which the step of generating a user challenge comprises requiring a user to reach or set a respective identified value for one or more selected game parameters, where that identified value was not reached or not set by more than a threshold proportion of users who were successful in the in-game scenario. 
     
     
       7. The method of  claim 1 , where the first or second selected parameter comprises one from the list consisting of:
 i. damage received; and 
 ii. in-game resource cost. 
 
     
     
       8. The method of  claim 1 , in which the user challenge is generated for the target population of users based on telemetry data from a subset of the plurality of users, the subset being selected according to one or more similarity criteria with respect to the target population of users. 
     
     
       9. The method of  claim 1 , in which the difficulty of a challenge is defined by the proportion of the plurality of users who have succeeded in the in-game scenario whilst generating a respective value for the one or more selected game parameters, each respective value having the respective selected relationship to the identified values of the one or more selected game parameters. 
     
     
       10. The method of  claim 9 , in which the step of generating a user challenge comprises generating a plurality of challenges of increasing difficulty. 
     
     
       11. A non-transitory computer readable medium having stored thereon computer executable instructions adapted to cause a computer system to perform the method of challenge generation, the method comprising the steps of:
 collecting gameplay telemetry data electronically, the gameplay telemetry data comprising values for one or more game parameters, from a plurality of users; 
 selecting an in-game scenario for which the gameplay telemetry data from a threshold proportion of a target population of users has been collected; 
 for one or more selected game parameters, identifying a value that does not prevent success in the in-game scenario using the gameplay telemetry data that has been collected from the threshold proportion of the target population of users, wherein a first or second selected parameter comprises at least one of performance of a predetermined action, damage dealt, elapsed time, score, or event, and wherein the value is identified based on a calculated proportion of success associated with the value; and 
 generating a user challenge to succeed in the in-game scenario whilst generating a respective value for the one or more selected game parameters, each respective value having a respective selected relationship to the identified values of the one or more selected game parameters in which the user challenge is generated for the target population of users, the target population of users being one or more selected from
 iv. a geographical subset of users; 
 ii. an age subset of users; 
 iii. A subset of users of a particular in-game character class; and 
 iv. A subset of users equipped with particular in-game items and/or abilities, 
 
 
       wherein generating a challenge includes the processor using a challenge generation framework to create a challenge both in a language readable to a user and in a form useable by a challenge generation server and/or client devices. 
     
     
       12. A challenge generation system, comprising:
 a receiver operable to collect gameplay telemetry data electronically, the gameplay telemetry data comprising values for one or more game parameters, from a plurality of users; 
 a scenario selection processor operable to select an in-game scenario for which the gameplay telemetry data from a threshold proportion of a target population of users has been collected; 
 a value selection processor operable, for one or more selected game parameters, to identify a value that does not prevent success in the in-game scenario using the gameplay telemetry data that has been collected from the threshold proportion of the target population of users, wherein a first or second selected parameter comprises at least one of performance of a predetermined action, damage dealt, elapsed time, score, or event, and wherein the value is identified based on a proportion of success associated with the value; and 
 a challenge generation processor operable to generate a user challenge to succeed in the in-game scenario whilst they generate a respective value for the one or more selected game parameters, each respective value having a respective selected relationship to the identified values of the one or more selected game parameters in which the user challenge is generated for the target population of users, the target population of users being one or more selected from
 i. a geographical subset of users; 
 ii. an age subset of users; 
 iii. a subset of users of a particular in-game character class; and 
 iv. a subset of users equipped with particular in-game items and/or abilities, 
 
 
       wherein generating a challenge includes the processor using a challenge generation framework to create a challenge both in a language readable to a user and in a form useable by a challenge generation server and/or client devices. 
     
     
       13. A challenge generation system according to  claim 12 , in which the challenge generation processor is operable to generate a user challenge for the target population of users based on telemetry data from a subset of the plurality of users, the subset being selected according to one or more similarity criteria with respect to the target population of users. 
     
     
       14. A challenge generation system according to  claim 12 , in which the challenge generation processor defines the difficulty of a challenge by the proportion of the plurality of users who have succeeded in the in-game scenario whilst generating a respective value for the one or more selected game parameters, each respective value having the respective selected relationship to the identified values of the one or more selected game parameters.

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